L L4D2node

CInfoGameEventProxy::Spawn

0x00b607b0 · 87 bytes · __thiscall

_ZN19CInfoGameEventProxy5SpawnEv

Decompiled

undefined (1 param)

/* CInfoGameEventProxy::Spawn() */

void __thiscall CInfoGameEventProxy::Spawn(CInfoGameEventProxy *this)

{
  float fVar1;
  
  CPointEntity::Spawn((CPointEntity *)this);
  fVar1 = *(float *)(this + 0x444);
  *(float *)(this + 0x444) = fVar1 * 12.0;
  if (((byte)this[0x148] & 1) != 0) {
    VisibilityMonitor_AddEntity
              ((CBaseEntity *)this,fVar1 * 12.0,GameEventProxyCallback,
               (_func_bool_CBaseEntity_ptr_CBasePlayer_ptr *)0x0);
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)